veloren_voxygen/audio/sfx/event_mapper/combat/
mod.rs

1/// EventMapper::Combat watches the combat states of surrounding entities' and
2/// emits sfx related to weapons and attacks/abilities
3use crate::{
4    AudioFrontend,
5    audio::sfx::{SFX_DIST_LIMIT_SQR, SfxEvent, SfxTriggerItem, SfxTriggers},
6    scene::{Camera, Terrain},
7};
8
9use super::EventMapper;
10
11use client::Client;
12use common::{
13    comp::{
14        CharacterAbilityType, CharacterState, Inventory, Pos, inventory::slot::EquipSlot,
15        item::ItemKind,
16    },
17    terrain::TerrainChunk,
18};
19use common_state::State;
20use hashbrown::HashMap;
21use specs::{Entity as EcsEntity, Join, LendJoin, WorldExt};
22use std::time::{Duration, Instant};
23
24#[derive(Clone)]
25struct PreviousEntityState {
26    event: SfxEvent,
27    time: Instant,
28    weapon_drawn: bool,
29}
30
31impl Default for PreviousEntityState {
32    fn default() -> Self {
33        Self {
34            event: SfxEvent::Idle,
35            time: Instant::now(),
36            weapon_drawn: false,
37        }
38    }
39}
40
41pub struct CombatEventMapper {
42    event_history: HashMap<EcsEntity, PreviousEntityState>,
43}
44
45impl EventMapper for CombatEventMapper {
46    fn maintain(
47        &mut self,
48        audio: &mut AudioFrontend,
49        state: &State,
50        player_entity: specs::Entity,
51        camera: &Camera,
52        triggers: &SfxTriggers,
53        _terrain: &Terrain<TerrainChunk>,
54        _client: &Client,
55    ) {
56        let ecs = state.ecs();
57
58        let cam_pos = camera.get_pos_with_focus();
59
60        for (entity, pos, inventory, character) in (
61            &ecs.entities(),
62            &ecs.read_storage::<Pos>(),
63            ecs.read_storage::<Inventory>().maybe(),
64            ecs.read_storage::<CharacterState>().maybe(),
65        )
66            .join()
67            .filter(|(_, e_pos, ..)| (e_pos.0.distance_squared(cam_pos)) < SFX_DIST_LIMIT_SQR)
68        {
69            if let Some(character) = character {
70                let sfx_state = self.event_history.entry(entity).or_default();
71
72                let mapped_event = inventory.map_or(SfxEvent::Idle, |inv| {
73                    Self::map_event(character, sfx_state, inv)
74                });
75
76                // Check for SFX config entry for this movement
77                if Self::should_emit(sfx_state, triggers.get_key_value(&mapped_event)) {
78                    let sfx_trigger_item = triggers.get_key_value(&mapped_event);
79                    audio.emit_sfx(sfx_trigger_item, pos.0, None);
80                    sfx_state.time = Instant::now();
81                }
82
83                // update state to determine the next event. We only record the time (above) if
84                // it was dispatched
85                sfx_state.event = mapped_event;
86                sfx_state.weapon_drawn = Self::weapon_drawn(character);
87            }
88        }
89
90        self.cleanup(player_entity);
91    }
92}
93
94impl CombatEventMapper {
95    pub fn new() -> Self {
96        Self {
97            event_history: HashMap::new(),
98        }
99    }
100
101    /// As the player explores the world, we track the last event of the nearby
102    /// entities to determine the correct SFX item to play next based on
103    /// their activity. `cleanup` will remove entities from event tracking if
104    /// they have not triggered an event for > n seconds. This prevents
105    /// stale records from bloating the Map size.
106    fn cleanup(&mut self, player: EcsEntity) {
107        const TRACKING_TIMEOUT: u64 = 10;
108
109        let now = Instant::now();
110        self.event_history.retain(|entity, event| {
111            now.duration_since(event.time) < Duration::from_secs(TRACKING_TIMEOUT)
112                || entity.id() == player.id()
113        });
114    }
115
116    /// Ensures that:
117    /// 1. An sfx.ron entry exists for an SFX event
118    /// 2. The sfx has not been played since it's timeout threshold has elapsed,
119    ///    which prevents firing every tick
120    fn should_emit(
121        previous_state: &PreviousEntityState,
122        sfx_trigger_item: Option<(&SfxEvent, &SfxTriggerItem)>,
123    ) -> bool {
124        if let Some((event, item)) = sfx_trigger_item {
125            if &previous_state.event == event {
126                previous_state.time.elapsed().as_secs_f32() >= item.threshold
127            } else {
128                true
129            }
130        } else {
131            false
132        }
133    }
134
135    fn map_event(
136        character_state: &CharacterState,
137        previous_state: &PreviousEntityState,
138        inventory: &Inventory,
139    ) -> SfxEvent {
140        let equip_slot = character_state
141            .ability_info()
142            .and_then(|ability| ability.hand)
143            .map_or(EquipSlot::ActiveMainhand, |hand| hand.to_equip_slot());
144
145        if let Some(item) = inventory.equipped(equip_slot) {
146            if let ItemKind::Tool(data) = &*item.kind() {
147                if character_state.is_attack() {
148                    return SfxEvent::Attack(
149                        CharacterAbilityType::from(character_state),
150                        data.kind,
151                    );
152                } else if character_state.is_music() {
153                    if let Some(ability_spec) = item
154                        .ability_spec()
155                        .map(|ability_spec| ability_spec.into_owned())
156                    {
157                        return SfxEvent::Music(data.kind, ability_spec);
158                    }
159                } else if let Some(wield_event) = match (
160                    previous_state.weapon_drawn,
161                    Self::weapon_drawn(character_state),
162                ) {
163                    (false, true) => Some(SfxEvent::Wield(data.kind)),
164                    (true, false) => Some(SfxEvent::Unwield(data.kind)),
165                    _ => None,
166                } {
167                    return wield_event;
168                }
169            }
170            // Check for attacking states
171        }
172
173        SfxEvent::Idle
174    }
175
176    /// This helps us determine whether we should be emitting the Wield/Unwield
177    /// events. For now, consider either CharacterState::Wielding or
178    /// ::Equipping to mean the weapon is drawn. This will need updating if the
179    /// animations change to match the wield_duration associated with the weapon
180    fn weapon_drawn(character: &CharacterState) -> bool {
181        character.is_wield() || matches!(character, CharacterState::Equipping { .. })
182    }
183}
184
185#[cfg(test)] mod tests;